#ifndef _MORALE_H
#define _MORALE_H

#include "Types.h"
#include "Soldier Control.h"


#define	DEFAULT_MORALE		50

typedef enum
{
	MORALE_KILLED_ENEMY = 0,
	MORALE_SQUADMATE_DIED,
	MORALE_SUPPRESSED,
	MORALE_AIRSTRIKE,
	MORALE_DID_LOTS_OF_DAMAGE,
	MORALE_TOOK_LOTS_OF_DAMAGE, // 5
	MORALE_KILLED_CIVILIAN,
	MORALE_BATTLE_WON,
	MORALE_RAN_AWAY,
	MORALE_HEARD_BATTLE_WON,
	MORALE_HEARD_BATTLE_LOST,		// 10
	MORALE_TOWN_LIBERATED,
	MORALE_TOWN_LOST,
	MORALE_MINE_LIBERATED,
	MORALE_MINE_LOST,
	MORALE_SAM_SITE_LIBERATED,	// 15
	MORALE_SAM_SITE_LOST,
	MORALE_BUDDY_DIED,
	MORALE_HATED_DIED,
	MORALE_TEAMMATE_DIED,
	MORALE_LOW_DEATHRATE,				// 20
	MORALE_HIGH_DEATHRATE,
	MORALE_GREAT_MORALE,
	MORALE_POOR_MORALE,
	MORALE_DRUGS_CRASH,
	MORALE_ALCOHOL_CRASH,				// 25
	MORALE_MONSTER_QUEEN_KILLED,
	MORALE_DEIDRANNA_KILLED,
	MORALE_CLAUSTROPHOBE_UNDERGROUND,
	MORALE_INSECT_PHOBIC_SEES_CREATURE,
	MORALE_NERVOUS_ALONE, // 30
	MORALE_MERC_CAPTURED,
	MORALE_MERC_MARRIED,
	MORALE_QUEEN_BATTLE_WON,
	MORALE_SEX,
	// added by SANDRO
	MORALE_HEAT_INTOLERANT_IN_DESERT,
	MORALE_PSYCHO_UNABLE_TO_PSYCHO,
	MORALE_PACIFIST_GAIN_NONCOMBAT,
	MORALE_MALICIOUS_HIT,
	NUM_MORALE_EVENTS
} MoraleEventNames;

typedef enum
{
	TACTICAL_MORALE_EVENT = 0,
	STRATEGIC_MORALE_EVENT
} MoraleEventType;

typedef struct MoraleEvent
{
	UINT8 ubType;
	INT8	bChange;
} MoraleEvent;

extern void HandleMoraleEvent( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent, INT16 sMapX, INT16 sMapY, INT8 bMapZ );
extern void RefreshSoldierMorale( SOLDIERTYPE * pSoldier );
extern INT8 GetMoraleModifier( SOLDIERTYPE * pSoldier );

void HourlyMoraleUpdate( void );
void DailyMoraleUpdate( SOLDIERTYPE *pSoldier );

void DecayTacticalMoraleModifiers( void );

#endif